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Karel the Dog class code: 1251
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Lesson 13 Impluses
In this lesson, students will learn how to apply impulses to Actors by programming cannonball launching games! Additionally, students will learn how to apply the “hide,” “show,” “impulse,” and “point at” code blocks to simulate the cannonball shooting out of the cannon.
New Code Blocks
Vocabulary
- Impulse: A strong, sudden force
Objectives
Students will...
- Use code blocks to program projectiles
- Create a cannonball launching game
Materials
- Computers, laptops, or mobile devices (1 per student) with student account access to Tynker.com
Warm-Up (15 minutes)
- Tell students that we’re going to create cannonball launching games today using Tynker!
- Ask students to think of the game “Angry Birds.” If students are not familiar with the game, ask them to think back to the Angry Birds-style games we created in “Lesson 11: Static Platforms.” What makes the game easy to win? What makes the game challenging?
Activities (45 minutes)
Facilitate as students complete Impulses modules on their own:
1. Introduction (Video)
- Students will watch a short video that introduces the lesson.
2. Concepts (Video)
- A friendly alien introduces impulses, which are strong, sudden forces.
- Students will interact with different “impulse” code blocks and observe how different values affect an Actor.
3. Learn to Shoot Targets Example (Example)
- Students will play a completed Shoot Targets game. They’ll create their own version of this game in the next module!
- How to play: Tell students to click and drag (web) or tap and drag their finger (mobile) to position the cannon. Release the mouse (web) or the touch location (mobile) to launch a cannonball at targets.
4. Learn to Shoot Targets (DIY)
- In this DIY (do-it-yourself) project, students will program a cannon game.
- Activities include programming the cannon to face the mouse pointer (web) or touch location (mobile), programming the cannonball to become active and non-static, and resetting the cannon’s position on the Stage.
- Did students finish early? Ask them to explore the bonus activity in “Step 6” of the tutorial which encourages students to add more objects (e.g., walls and platforms). Who can build the tallest structure?
5. Fix the Impulse (Puzzle)
- To solve this puzzle module, students will need to program the cannon to release a cannonball that reaches the dynamite, but avoids hitting the edges of the screen!
- Give a hint: Ask students…
- Should the cannonball Actor’s active and static blocks be set to true or false? (Answer: The “active” block should be set to true. The “static” block should be set to false.)
- What value should the “impulse” block be set at? (Answer: 30. The cannonball will not reach the dynamite at a lower value, and the cannonball will hit the edge of the Stage if the impulse is too high.)
6. Get the Dynamite Example (Example)
- Students will view a completed cannonball launching game where they’ll try to hit the dynamite with the cannonball. They’ll create their own version of this project in the next module!
7. Get the Dynamite (DIY)
- In this DIY project, students will creating a cannonball launching game where dynamite explodes when it is touched by the cannonball!
- Did students finish early? Ask them to complete the bonus section in “Step 6” of the tutorial, which encourages them to copy the completed wall Actors and build larger structures.
8. Quiz (Multiple-choice)
- K-12 CTSA Computer Science Standards (Revised 2017)
Computer Science Teachers Association:
- 1B-AP-10
- 1B-AP-11
- 1B-AP-15
- 2-AP-13
- 2-AP-16
- 2-AP-17
CCSS-Math: MP.1
- CCSS-ELA: RF.5.4.A, 6-8.RST.3, 6-8.RST.4, 6-8.RST.7
- CS CA: 3-5.AP.10, 3-5.AP.12, 3-5.AP.13, 3-5.AP.14, 3-5.AP.17, 6-8.AP.12, 6-8.AP.13, 6-8.AP.16, 6-8.AP.17
- ISTE: 1.c, 1.d, 4.d, 5.c, 5.d, 6.b
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